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gamedev-the-steward/docs/FOOD_STORAGE_ARCHITECTURE.md
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# The Steward — Food Storage and Transactions
## First complete food loop
```text
ResourceStateRecord (berry bush)
-> gather_food extracts actual yield
-> SimNPC inventory carries food
-> deposit_food targets village_pantry
-> StorageStateRecord receives food
-> hungry NPC selects withdraw_food
-> pantry transfers one food into NPC inventory
-> eat consumes carried food and reduces hunger
```
Food is conserved across source, carried inventory, and pantry. It leaves the
world only when consumed.
## Authority
- `StorageStateRecord` owns pantry contents and capacity.
- `SimNPC.inventory` owns carried item amounts.
- `SimulationManager` performs deposit, withdrawal, and consumption
transactions.
- `village.food` is a synchronized aggregate view used by the existing UI,
priorities, and utility scoring. It is not a second mutation path.
- `PantryMarker` supplies the active-world interaction position for deposit,
withdrawal, eating, and current player pantry interaction.
The village pantry has stable ID `village_pantry`. Storage and NPC inventory
are included in versioned state and deterministic checksums.
## Failure behavior
Transactions apply the amount actually available:
- extraction cannot exceed the source;
- deposit cannot exceed storage capacity;
- withdrawal cannot exceed pantry contents;
- eating succeeds only when the NPC carries one food.
If another NPC empties the pantry first, withdrawal returns zero and the NPC
replans on its next idle tick.
## Deliberate limits
This slice contains one pantry and one carried item type. It does not yet add:
- visible carried props;
- player inventory;
- storage reservations or access capacity;
- multiple households or ownership;
- spoilage, item quality, weight, or stack definitions;
- structured transaction/history events;
- an authored StorageNode scene beyond the current pantry marker.
Those should extend the transaction boundary rather than mutate counters
directly.